Go to the source code of this file.
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| void | LoadDDS (FTexture &texture, StringView path) |
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| void | LoadRGBA8 (FTexture &texture, StringView path, bool gamma=true) |
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| void | LoadRGBA8 (FTexture &texture, Span< const unsigned char > data, bool gamma=true) |
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| void | LoadHDR (FTexture &texture, StringView path) |
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| void | LoadHDR (FTexture &texture, Span< const unsigned char > data) |
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| void | SaveHDR (const float *data, int width, int height, StringView path) |
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| void | SavePNG (const unsigned char *data, int width, int height, StringView path) |
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| float4 | SampleF32Bilinear (Span< const float4 > mip, uint32_t mipW, uint32_t mipH, float u, float v) |
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| float4 | SampleF32Trilinear (const float4 *const *mips, const uint32_t *mipW, const uint32_t *mipH, uint32_t mipCount, float u, float v, float mip) |
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| float2 | EquirectDirectionToUV (float3 dir) |
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| float3 | EquirectUVToDirection (float2 uv) |
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| template<> |
| void | FSerialize (FWriter &w, FSerializedTexture const &obj) |
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| template<> |
| void | FDeserialize (FReader &r, FSerializedTexture &obj) |
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| template<> |
| void | FSerialize (FWriter &w, FTexture const &obj) |
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| template<> |
| void | FDeserialize (FReader &r, FTexture &obj) |
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◆ EquirectDirectionToUV()
| float2 EquirectDirectionToUV |
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float3 |
dir | ) |
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◆ EquirectUVToDirection()
| float3 EquirectUVToDirection |
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float2 |
uv | ) |
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◆ FDeserialize() [1/2]
◆ FDeserialize() [2/2]
◆ FSerialize() [1/2]
◆ FSerialize() [2/2]
◆ LoadDDS()
Loads a DDS file into a texture
- Note
- This is an alias of FSerialize. FTexture is in fact in standard DDS format.
◆ LoadHDR() [1/2]
| void LoadHDR |
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FTexture & |
texture, |
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Span< const unsigned char > |
data |
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) |
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◆ LoadHDR() [2/2]
Loads HDR image formats (.hdr) via stb_image into an R32G32B32A32Float texture. Used for environment maps.
◆ LoadRGBA8() [1/2]
| void LoadRGBA8 |
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FTexture & |
texture, |
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Span< const unsigned char > |
data, |
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bool |
gamma = true |
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) |
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Loads standard image formats (PNG, JPG, etc.) via stb_image into an uncompressed R8G8B8A8 texture from memory
- Parameters
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| gamma | Whether to load the image as sRGB (true) or linear (false) encoding. |
◆ LoadRGBA8() [2/2]
Loads standard image formats (PNG, JPG, etc.) via stb_image into an uncompressed R8G8B8A8 texture
- Parameters
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| gamma | Whether to load the image as sRGB (true) or linear (false) encoding. |
◆ SampleF32Bilinear()
| float4 SampleF32Bilinear |
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Span< const float4 > |
mip, |
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uint32_t |
mipW, |
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uint32_t |
mipH, |
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float |
u, |
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float |
v |
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) |
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◆ SampleF32Trilinear()
| float4 SampleF32Trilinear |
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const float4 *const * |
mips, |
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const uint32_t * |
mipW, |
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const uint32_t * |
mipH, |
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uint32_t |
mipCount, |
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float |
u, |
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float |
v, |
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float |
mip |
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) |
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◆ SaveHDR()
| void SaveHDR |
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const float * |
data, |
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int |
width, |
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int |
height, |
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StringView |
path |
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) |
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Saves float RGBA pixel data as an HDR image. Output format is Radiance HDR (stb_image_write), RGB only (alpha discarded).
- Parameters
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| data | Pointer to float RGBA pixel data (4 floats per pixel). |
| width | Image width in pixels. |
| height | Image height in pixels. |
| path | Output file path. |
◆ SavePNG()
| void SavePNG |
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const unsigned char * |
data, |
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int |
width, |
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int |
height, |
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StringView |
path |
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) |
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Saves RGBA8 data as a PNG (.png) file via stb_image_write.
- Parameters
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| data | Pointer to uint8 RGBA pixel data (4 bytes per pixel). |
| width | Image width in pixels. |
| height | Image height in pixels. |
| path | Output file path. |